New invocations ideas

Elan
Elan Member Posts: 1,664

All of those as it is include broken status and 60s ritual

  1. all survivors get 1 % haste for the remainder of the trial
  2. all survivors get 3 % increased repair and healing speed
  3. all survivors receive extra 5s on hook stage
  4. all survivors vault 2 % faster
  5. all survivors get 5 % healed instantly when unhooked
  6. all survivors get 0,2% bonus progress on great skillchecks
  7. all survivors see killer aura for 1.5s each time a generator is finished
  8. all survivors open gates 4 % faster
  9. all survivors that scare a crow see all generators aura for 3s

Comments

  • Elan
    Elan Member Posts: 1,664

    Surely, let's just make every game feels identical and boring instead of bringing options and paths to play through. Aint that an argument at all my dear.

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,228

    Invocations are a failed concept and should just be left alone.

  • Elan
    Elan Member Posts: 1,664

    Failed concept isnt true. Are they designed well? No, but that is subject that can be eventually changed. I would not burry a mechanic just because it's current state.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Same as boons, invocation or boon shouldn't actually be "great perk" like at all

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,055

    Disagree, we need more variety and fun builds to play. I think Boons are fun to use, small changes like increased radius/faster bless times would go a long way without breaking them heavily.

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,228

    I think they are because bhvr seems to be dead set on keeping the 60s casting time and perma broken. Both of those are game throwing effects, so invocations would need game winning effects to balance that out, but they don't.

    If they completely reworked them to have a much smaller risk and reward (similar to boons) then they might work, but the current invocation "fundamentals" are failures.

  • Elan
    Elan Member Posts: 1,664

    There are 2 invocations currently. One could be great with some number changes and the second one is mediocre.

    Great one is treacherous crows, yes! Time it reveals killer is too short but having teamwide mapwide tracking of killer is kinda crazy for a perk. It's killed by chasing survivors and the short time it reveals, even with eyes of belmont.

    Bad one is Weaving spiders, it's basically weaker BNP on every gen, while BNP itself is not game breaking as it used to be and is timewise relevant to compare to gray toolbox, but trading 50s fater progress between gens, 10s per gen for being perma broken = useless to save, bodyblock, being reasonable target of tunneling is not worth at all.

  • pigslittlepet
    pigslittlepet Member Posts: 543

    i never said that at all. if you want to mock me, at least do it right, "my dear". i said the base mechanics. you can do all sorts of fun things without screwing with those. for the people, blood rush, adrenaline. all fun and effective perks that don't mess with the base speeds of the game.

  • SoGo
    SoGo Member Posts: 4,453

    At first, I thought this post was sarcastic. It probably is, and some people just didn't catch it.

    Anyway, I have an Invocation idea right here:

    Invocation: Protector

    When in the basement near the circle, press the Ability Button to begin the Invocation.

    Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

    Once the Invocation is completed:

    • You lose one Hook Stage.
    • The timer of everyone's Hook Stages is increased by 9/12/15 seconds.

    If a survivor joins the Invocation process for more than 15 seconds, the resulting effect is increased by 3 seconds.

    Completing the invocation disables the perk for all survivors.
    Getting hooked for a second time disables the perk.

  • Elan
    Elan Member Posts: 1,664

    Why sarcastic? Those are some decent values among the team. Don't see any sarcastic element on it.

  • SoGo
    SoGo Member Posts: 4,453
    edited May 2025

    Decent? Seriously?

    1% Haste? 5 extra seconds on hook? 3% faster action speed? 2% faster vaults?

    Those values are decent? Each of these effects are outclassed heavily by a single perk, even if only a single person runs it. Resilience alone outclasses half of these.

  • Elan
    Elan Member Posts: 1,664
    1. Those stacks with other perks.
    2. It's spread between team, so everyone will get better value than base.

    Those are reasonable numbers for fact that it's 4x1 %, 4x3 %… The fact that resilence gives you 9 % is a bit outdated and should be towned down a bit in my opinion.